Hi all,
My mesh consists of multiple different objects, that I need to assign different materials to in UDK. When I export from 3DS Max, I'm not getting these different objects having their individual elements show up under the LOD info in the static mesh properties such that I can plug in the appropriate material.
I believe I need to assign a different material ID to each object that will have its own material in UDK, but I'm not really sure if I'm doing it right, currently I just have different blinns applied to the seperate objects when I export, but it doesn't seem to work. Anyone know what I could be doing wrong?
Thanks.
Replies
This should be enough when you export as a fbx, however if you use ase's you need to do one more step: you need to make sure that every sub-material has a unique diffuse texture applied in max, because otherwise unreal won't recognize them as separate and merge them into one material. This texture can be any temp texture as long as it's a unique one per sub-material.
That problem has been in unreal for ages now, not sure why they haven't fixed it yet. (maybe it's inherent in the way stuff is saved in ase files?)
The texture doesn't matter it can just be a placeholder.
My object, in Max, has a multi sub on it with 2 id's. Each ID has a placeholder texture on it. The object has the 2 id's assigned to it on different faces. I export that ASE to Unreal, import, and it only has 1 Material option.
Ideas?
create all your ID's in material and assign textures to it, that will get rid off all issues wth ID's.